Some Kind of WIP

Post » Fri Apr 08, 2011 12:51 am

Been working on this for a few months now. I feel I have a nice amount to show, now.

I've been creating a small continent, far away from Tamriel. The lore isn't sorted yet, I'm pretty much doing all the design first. It's been inabited for perhaps a few eras. There's Dwemer ruins dotted around. They where the first here. Kordor is a name I've been toying with, but it doesn't seem as grand as Tamriel.

Please, don't tell me how it's too much for me to do, etc. I'ma be working on this for some time. I don't expect to spend a month development time, at all.

I have used both resources for download, and some of my own custom meshes I've created.

http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot16-1.jpg
http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot48.jpg
In this map, you can see Mortrag Glacier at 2x scale, to see the scale of the map. A lot of details are missing. You can't see most buildings, or trees from this distance. sorry.

The Jist:

Kordor was discovered by the Dwemer near the end of thier demise. They managed to build a few settlements, but never expanded fully. It was later taken by some Daedra worshipping Dunmer, who dotted around a bunch of Daedric Ruins. The Hlaalu later moved in, and built a fairly great city.

The other races slowly started to move in, and it became well inhabited by the mid second era. The Deadric ruins where wiped out by the Imperials, and the Dunmer have only one Hlaalu town to show for it.

Lands:
(in order of when races moved in)

Moor (swamp): Dunmer/Imperial

The swamp isn't a Black Marsh type swamp, it's more of a horror movie type swamp. The swamps have always had problems with vampires, but now, hircine has decided to play his games here too. there's a large shrine to Hircine, and the main quest here revolves around him, with another hunt.

Once the Dunmer had moved in, Imperials started to do thier thing. They invaded, and made themselves prominent. There's a small logging town, Durn, to the south, constantly ravaged by werewolves, and a huge corrupt Imperial city, Cordolle, kinda how I envisioned the Imperial City, to the north. There's a Vampire city to the east, that doesn't shun you and beat you with sticks for being a noob.

The Hlaalu city has been destroyed. Hircine's shrine rose from the ground (out of game), right near the city. It has been Kvatch'ed, and the Dunmer had to move to Cordolle, which caused over crowding, too few jobs, and corruption.

Skyreach (skyrim-ey): Nords

The Nords moved into Skyreach, and as the first race to move in after the Dunmer, they claimed a lot of land. there's the Imperial/Nord port town of Dun Vorough, the capital of Horvolkd, and the huge bridge city to the north. There was a Nord Noble, who was one of those tough, being cold makes you tough types, who's castle was seiged by undead, and the bridge city is frequently attacked by undead.

There are nord Villages and camps dotted around. Some are Skaal-like Nords, others are angry Nords, others are pure alcoholics.

There is a huge Glacier to the north. It's where the bridge city and undead fort are located. The glacier is formed around cliffs, hence why settlements can be made, but the cliffs are dependant on the ice, which is slowly melting, hence the huge gap between it and the rest of Skyreach.

The main quest here will have something to do with the glacier melting. I'm not too sure on why it's melting yet, I'll come up with something eventually

Jungle (No name yet): Argonians/Imperials

The jungle was originally inhabited by one of the races that where native to the land. There's a city hidden in the jungle, and they worshipped some forgotten god (Lorkhan? Considering his appearance in Morrowind)

They where similar to the Dwemer, in the way that they destroyed themselves in some unknown way, in E1, before the Dwemer had came. The common theory is that they upset thier god, as they are all undead beings now. The main quest here will involve venturing into the lost city and stopping the threat of the mindless undead. This race was a highly magical race, and used a lot of magical inventions.

The Argonians moved in here. The reason they moved here, and not the swamps, is because the jungle is dark and scary like Black Marsh. (not as bad, of course - technical limits). The Argonians live in a large underwater city, ala the gungan city of Star Wars. Because the Argonains are so out of the way, the Imperials have moved in. There's a proper imperial port just starting up to the east, and a bunch of pirating ports to the west. There will be quests involving piracy a lot. perhaps the PC can help the imperials, or the pirates.

Cliché area (No name yet): Imperials/Bretons

This is the Imperial base of operations. there's a large Vivec style Imperial City here, Vorrick. There's an underground black market beneath the sewers, that's full of creatures that'd be shunned by everyone. Golblins, Daedra, vampires, etc, all do business down here, and none will attack you - they just want to make a living. there's also a sewer city. Certain people have no homes in the city, and this place is the complete opposite of above. People live in dirty shacks, and live off rats. The main quest here will be about this corruption. you will give the inhabitants of the sewers the ability to rise up, and have a better quality of life, or you can work for the politicians, and end up killing them all.

There's a few un-important settlements dotted around, but nothing much. I don't like Cliché places. that's why it's so small, and not much here.

Mountains (No name yet): Orcs

I've tried to give a Wrothgarian Mountains feel to this place. It's very mountainous and hard. There's a volcano here, and a dwemer ruin inside. The Dwemer where doing experiments, similar to in Red mountain, and the main quest will involve stopping thier machines from causing the volcano to erupt.

I've used Dunmer Stronghold Architecture for the Orc settlements. I think it works well. It has the feeling of Daggerfall's dungeons, where you'd find Orcs lurking about. I liked Orcs best here, and I tried to make them similar, without being hostile.

Kharid (Desert): Khajiit and Reguards

The Khajiit and Redguards lived in co-operation for years, until now. The main city, Halem, was once the main Redguard city, and Ald-Kharid was the Khajiit one. They eventually formed an alliance with two kings, and expanded Halem togther. The King of the Khajiit gave his old city to his son, who is immature, and a pretty rubbish leader (not corrupt - just can't run a city). the Redguard king has blackmailed the Khajiit King with something (not sure what yet), and the Khajiit King, who was always loved by his people, has stood aside, while the Redguard King turns the city into a corrupt place, that he milks for money. It is full of his enforcers, who are terrible guards, with no Morals. The main quest here involves getting rid of, or helping, the Redguard King. Dark Brotherhood will be involed whatever side you choose. I actually based this city on the one from The Scorpion King. I loved that city.


Forest (not even started yet, let alone named): Bosmer

Nothing about this yet. Needs to be started, first.

Floating City ala Infernal City (not started, no name): Altmer

A large floating city, inspired by Infernal City. It is exclusive to altmer, any other race will need to do some quest to earn the respect of the altmer. I don't have much for this place, but I think it may have once been attached to the Mountains, and they seperated it, because they're "better" than orcs. They may have been there before the Orcs.


There's also another native race. They're nature loving, and I may base them on native americans. They have Skaal buildings for now. They are huge brutish looking shamans that are shunned by the rest of the world, because they hate the other races that don't respect nature. They are neutral with the bosmer, being tree huggers, but find them annoying. They have a small land, near Kharid, and is surrounded by mountains, and has a great defense thank to them.


That's pretty much all the lore. I haven't thought too much about it. This was all what I've been thinking about while designing. I've done most of the exteriors of all apart frm those I haven't started, and I've touched on the interiors.

There'll be guilds involved, though, I'm not too sure as of yet. I know there's definatly a Mages Guild, and perhaps some kind of guild that helps the residents of the sewers of Vorrick. As I said, my lore isn't perfected yet. I haven't wrote it all down yet. It comes after design.

------------------------------------------------------------------------------------------------------------------------------------------------------------------

Screenshots! :)

  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot18.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot19.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot20.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot21.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot22-1.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot23.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot24-1.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot26.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot38.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot37.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot27.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot28.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot29.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot30.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot31.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot32.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot33.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot49.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot50.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot51.jpg


------------------------------------------------------------------------------------------------------------------------------------------------------------------

Problems:

I have a problem with my jungle. I want a dense jungle, but I am having problems with FPS. It's not my computer, and I'm not putting down my settings, I want to assure that the mod will work on a computer without having to lower settings.

http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot10-1.jpg would be the perfect formation of trees, but I get 5 fps like this. That's not good. I have a pretty decent computer, a lot of computers wouldn't be able to handle this. This is also without any flora other than trees, or any kind of dedtail, and my distant land settings have been disabled. http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot11.jpg is pretty much the lowest I'll be willing to have, but I only get 7fps with no flora or detail, or mge settings. Does anyone have any tips for fps optimisation with trees? I'm using http://members.shaw.ca/nickyart8/ArchiesMeshes/ tree meshes. (Palm tree type 2)


I also heard that there's a program used by the Animated Grass plugin that was used to place the grass all over, and then had to be edited in the cs. Does anyone know this program? Would I be able to use it place standard flora? just to same me time...

-----------------------------------------------------------------------------------------------

I'm pretty sure that's everything. Feel free to tell me what you think, and give me any ideas you may have.
User avatar
John Moore
 
Posts: 3294
Joined: Sun Jun 10, 2007 8:18 am

Post » Thu Apr 07, 2011 7:38 pm

sounds interesting :) tough a mod project of this scale is going to take a lot of time if done by one person. best of luck :goodjob:
User avatar
Enny Labinjo
 
Posts: 3480
Joined: Tue Aug 01, 2006 3:04 pm

Post » Fri Apr 08, 2011 9:31 am

Looking great, good luck to you with your mode.
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Fri Apr 08, 2011 6:35 am

Lookin good.
When you get to a point where you need help with random crap, PM me...

:foodndrink:
- Kyro
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Fri Apr 08, 2011 9:12 am

Lookin good.
When you get to a point where you need help with random crap, PM me...

:foodndrink:
- Kyro

I'll be sure to bug you ;)

Ok, thought I'd collect some more screenshots. The one I had seemed pretty anti-climatic. I'll add them to the top, too.

  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot18.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot19.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot20.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot21.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot22-1.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot23.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot24-1.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot26.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot27.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot28.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot29.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot30.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot31.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot32.jpg
  • http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot33.jpg

User avatar
Miss Hayley
 
Posts: 3414
Joined: Tue Jun 27, 2006 2:31 am

Post » Thu Apr 07, 2011 10:08 pm

This mod looks great, I wish you luck!
User avatar
Mélida Brunet
 
Posts: 3440
Joined: Thu Mar 29, 2007 2:45 am

Post » Thu Apr 07, 2011 7:45 pm

Wow! Those shots look great! Some of the designs are very creative, I love em. :^)

One very tiny problem I noticed in your lore explanation is that you said the Dunmer built, and the Imperials detroyed, Daedric Ruins. Nobody builds ruins! ;^) The ruins are what's left of the Daedric Shrines that were built and detroyed. Like I said, it's a tiny problem; I just thought I'd point it out before it made it into any dialogue in your mod.

I like how similar your mod's lore is, at least superficially, to Vvardenfell's lore (island of ancient Dunmer and Dwemer, taken over by Imperials...). This way I reckon you can use a lot of existing resources instead of creating new ones, like you mentioned. And another plus is it won't have that weird, out of place, "mod feeling."

Anyway, good luck with this. It looks great!
User avatar
Jack Moves
 
Posts: 3367
Joined: Wed Jun 27, 2007 7:51 am

Post » Thu Apr 07, 2011 11:27 pm

A problem. My Bridge City has no collision. I fall straight through it. I'd rather not use collision boxes, it just feels pretty amatuer. How can I make sure that there's collision?

It's a Dwemer bridge with retextures, the railings removed, and a huge rescale (x10 I think)

Nobody builds ruins! ;^)

They do when that good for nothing Sheogorath visits.
User avatar
Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am

Post » Thu Apr 07, 2011 10:18 pm

Yep, cool.
User avatar
matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Fri Apr 08, 2011 6:21 am

Feel free to link me any resources you've saw around the internet, and would like to see in-game. I've decided to make it very resource heavy. But, like Bycote said, I don't want that weird "mod feeling" to it.
User avatar
Ludivine Dupuy
 
Posts: 3418
Joined: Tue Mar 27, 2007 6:51 pm

Post » Thu Apr 07, 2011 8:02 pm

Mainframe released some resources that you can see illustrated in http://www.gamesas.com/index.php?/topic/890366-wip-tombs-of-vardenfell-tov/. Personally, those would be my choice for constructing some new, original dungeons. Unfortunately, I cannot find the link for the download at the moment. No matter, I do have the files on my hard drive so if you want them let me know and I'll shoot you an email. :^)
User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Thu Apr 07, 2011 10:02 pm

Oh, by the way, you may notice there's a lot of missing doors in my screenshots. That's because most interiors haven't been touched on. Also, you may notice the nice tent retexture. Made of bear skins to keep the nords warmer ;)
User avatar
Claire Mclaughlin
 
Posts: 3361
Joined: Mon Jul 31, 2006 6:55 am

Post » Fri Apr 08, 2011 1:27 am

Love the work you've don on this so far! Awesome so far! And certainly don't let anyone tell you it's too much. Just look at my WIP.. lol

I think my favorite is your jungle ruin. That is some clever usage of stock meshes! Especially those walls, retextured daedric right? Sweet!

Keep up the good work! :goodjob:
User avatar
Dan Wright
 
Posts: 3308
Joined: Mon Jul 16, 2007 8:40 am

Post » Fri Apr 08, 2011 3:39 am

I think my favorite is your jungle ruin. That is some clever usage of stock meshes! Especially those walls, retextured daedric right? Sweet!

Thanks. Yes they are, I never really saw the point in creating new meshes when the ones available work fine. Too many mods create meshes that could easily be done with a simple retexture of something, imo. :shrug:

A problem. I've noticed that if I ever generate MGE's distant land files, I'll get a stupidly low fps (around 5-6) in an exterior, even when I'm on Vvardenfell, and well away from the landmass. (I can't see it from Vvardenfell, at all). I mean, there's bound to be more than me who use MGE's distant land and I want it to be playable to anyone without lowering settings.

EDIT:

I noticed Lyithdonea's thread was locked "by request". Have you given up? Been anxious for this one for a long time ^_^
User avatar
Jessica Stokes
 
Posts: 3315
Joined: Fri Jul 28, 2006 11:01 am

Post » Thu Apr 07, 2011 5:43 pm

A problem. My Bridge City has no collision. I fall straight through it. I'd rather not use collision boxes, it just feels pretty amatuer. How can I make sure that there's collision?

It's a Dwemer bridge with retextures, the railings removed, and a huge rescale (x10 I think)


They do when that good for nothing Sheogorath visits.


How exactly did you create the mesh? If you are reusing mesh parts, some of them may have incorrect collision data.
User avatar
IM NOT EASY
 
Posts: 3419
Joined: Mon Aug 13, 2007 10:48 pm

Post » Fri Apr 08, 2011 2:22 am

How exactly did you create the mesh? If you are reusing mesh parts, some of them may have incorrect collision data.

NifSkope. I used the simple scale tools.
User avatar
Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Fri Apr 08, 2011 1:59 am

NifSkope. I used the simple scale tools.


Turn on hidden. I suspect that you forgot to scale the collision nitrishape.
User avatar
celebrity
 
Posts: 3522
Joined: Mon Jul 02, 2007 12:53 pm

Post » Fri Apr 08, 2011 6:40 am

Turn on hidden. I suspect that you forgot to scale the collision nitrishape.

:facepalm: Thanks.
User avatar
Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Fri Apr 08, 2011 5:27 am

So, I'm working on an interior forest. I'm pretty much remaking Hircine's realm. I need a floor, and I'm unsure about how to go about this. I've tried vastly resizing a rock mesh, an giving it a grass texture, but the texture goes all big n' ugly. Are there any resources out there? That'd be perfect.

And I've decied to http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot38.jpg http://i908.photobucket.com/albums/ac285/Rellac/MGEScreenshot37.jpg. The latter is the higher class area, where some of the more "influencial" members of the town will live. I felt this resource gave a better impression to the "run down and corrupt" feel I was going for.
User avatar
Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Thu Apr 07, 2011 7:45 pm

So, I'm working on an interior forest. I'm pretty much remaking Hircine's realm. I need a floor, and I'm unsure about how to go about this. I've tried vastly resizing a rock mesh, an giving it a grass texture, but the texture goes all big n' ugly. Are there any resources out there? That'd be perfect.

http://yacoby.silgrad.com/MW/Mods/CellToNif.htm
This program converts Morrowind landscape to a nif. This allows you to design landscape for interior cells.
It doesn't generate a texture, you have to get that elsewhere.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1322
44 landscape meshes by Lingarn, each textured with 121 of the Morrowind textures. Screenshots of all the meshes are included.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4995
Contains 21 Snow retextures of Lingarn's Interior Landscape.

User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Thu Apr 07, 2011 11:56 pm

http://yacoby.silgrad.com/MW/Mods/CellToNif.htm

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1322

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4995

:bowdown:

I'll get to these now.
User avatar
Zach Hunter
 
Posts: 3444
Joined: Wed Aug 08, 2007 3:26 pm

Post » Thu Apr 07, 2011 10:45 pm

Hmm... It seems I can't use CelltoNif. Either I have the same problem Windows 7 has with TesFaith, or I have no idea where it saves to.

Would anyone be willing to convert an 836kb file for me, if it works for you? PM me an email, and I'll get back to you. I'll be sure to credit you. :goodjob:
User avatar
Olga Xx
 
Posts: 3437
Joined: Tue Jul 11, 2006 8:31 pm

Post » Thu Apr 07, 2011 9:56 pm

I can give the exact code nesseccary, it should only take a few seconds :/
User avatar
Nienna garcia
 
Posts: 3407
Joined: Wed Apr 25, 2007 3:23 am

Post » Thu Apr 07, 2011 6:51 pm

Try asking SGMonkey? I think right now they're taking all kinds of land requests maybe they can help you.
User avatar
Taylrea Teodor
 
Posts: 3378
Joined: Sat Nov 18, 2006 12:20 am

Post » Thu Apr 07, 2011 7:16 pm

Awesome, hit me up if you need someone to help with anything. ^_^
User avatar
JLG
 
Posts: 3364
Joined: Fri Oct 19, 2007 7:42 pm

Next

Return to III - Morrowind